

/*---------------------------------------------------------
   Init( data table )
---------------------------------------------------------*/
function EFFECT:Init( data )

	self.Pos = data:GetOrigin()
	self.Pos.z = self.Pos.z + 4
	self.Size = 70
	self.Emitter = ParticleEmitter( self.Pos )
	
	self.Ang = Angle(0,0,0)
	for i=1, math.Rand( 15, 20 ) do
	
		self.Ang:RotateAroundAxis(self.Ang:Right(), (360/35))
		local forward = ((self.Ang+Angle(0,math.random(-40,40),math.random(-40,40)))):Forward()
		local particle = self.Emitter:Add( "effects/muzzleflash"..math.random(1,4), self.Pos  )

		particle:SetVelocity( ( forward * math.Rand(220,240) ))
		particle:SetDieTime( math.Rand( .5, .7 ) )
		particle:SetStartAlpha( math.Rand( 120, 140 ) )
		particle:SetEndAlpha( 0 )
		particle:SetStartSize( math.Rand(30,50) )
		particle:SetEndSize( math.Rand( 200, 300 ) )
		particle:SetRoll( math.Rand( -180,180 ) )
		particle:SetRollDelta( math.Rand( -1, 1 ) )
		particle:SetColor( math.Rand( 200, 255 ), math.Rand( 200, 255 ), 200 )
		particle:VelocityDecay( true )	
				
	end
	for i=1,math.random(10,15) do
		local particle = self.Emitter:Add("effects/fleck_cement"..math.random(1,2), self.Pos )

		particle:SetVelocity(Vector(math.Rand(-190,190),math.Rand(-190,190),math.Rand(600,800)))
		particle:SetDieTime( math.Rand( 5,8 ) )
		particle:SetStartAlpha( math.random( 200, 225 ) )
		particle:SetEndAlpha( 0 )
		particle:SetStartSize( math.Rand( 2, 3 ) )
		particle:SetEndSize( math.Rand( 0, 1 ) )
		particle:SetRoll( math.Rand( -180, 180 ) )
		particle:SetRollDelta( math.Rand( -0.1, 0.1 ) )
		particle:SetColor(50, math.random(50,80), 50)
		particle:SetGravity(Vector(0,0,-500)) //-600 is normal
		particle:SetCollide(true)
		particle:SetBounce(0.3) 
		
		local particle = self.Emitter:Add("particle/particle_smokegrenade", self.Pos )

		particle:SetVelocity(Vector(math.Rand(-150,150),math.Rand(-150,150),math.Rand(150,200)))
		particle:SetDieTime( math.Rand(.7,1) )
		particle:SetStartAlpha( math.random( 150, 175 ) )
		particle:SetEndAlpha( 0 )
		particle:SetStartSize( math.Rand( 3, 10 ) )
		particle:SetEndSize( math.Rand( 60, 90 ) )
		particle:SetRoll( math.Rand( -180, 180 ) )
		particle:SetRollDelta( math.Rand( -0.1, 0.1 ) )
		particle:SetColor(40, 40, 40)
		
	end
	self.Emitter:Finish()
end

/*---------------------------------------------------------
   THINK
---------------------------------------------------------*/
function EFFECT:Think( )
	return false	
end

/*---------------------------------------------------------
   Draw the effect
---------------------------------------------------------*/
function EFFECT:Render( )

end